/**************************************************************************** ** ** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qgamepadinput_p.h" #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DInput { class QGamepadInputPrivate : public QAbstractPhysicalDevicePrivate { public: QGamepadInputPrivate() : QAbstractPhysicalDevicePrivate() , m_deviceId(0) {} int m_deviceId; }; static void setValuesFromEnum(QHash &hash, const QMetaEnum &metaEnum) { hash.reserve(metaEnum.keyCount() - 1); for (int i = 0; i < metaEnum.keyCount(); i++) { if (metaEnum.value(i) != -1) hash[QLatin1String(metaEnum.key(i))] = metaEnum.value(i); } } QGamepadInput::QGamepadInput(Qt3DCore::QNode *parent) : QAbstractPhysicalDevice(*new QGamepadInputPrivate, parent) { Q_D(QGamepadInput); auto metaObject = QGamepadManager::instance()->metaObject(); for (int i = metaObject->enumeratorOffset(); i < metaObject->enumeratorCount(); ++i) { auto metaEnum = metaObject->enumerator(i); if (metaEnum.name() == std::string("GamepadButton")) setValuesFromEnum(d->m_buttonsHash, metaEnum); else if (metaEnum.name() == std::string("GamepadAxis")) setValuesFromEnum(d->m_axesHash, metaEnum); } connect(QGamepadManager::instance(), &QGamepadManager::gamepadAxisEvent, this, [this, d](int deviceId, QGamepadManager::GamepadAxis axis, double value) { if (deviceId == d_func()->m_deviceId) d->postAxisEvent(axis, value); }); connect(QGamepadManager::instance(), &QGamepadManager::gamepadButtonPressEvent, this, [this, d](int deviceId, QGamepadManager::GamepadButton button, double value) { if (deviceId == d_func()->m_deviceId) d->postButtonEvent(button, value); }); connect(QGamepadManager::instance(), &QGamepadManager::gamepadButtonReleaseEvent, this, [this, d](int deviceId, QGamepadManager::GamepadButton button) { if (deviceId == d_func()->m_deviceId) d->postButtonEvent(button, 0); }); } int QGamepadInput::deviceId() const { return d_func()->m_deviceId; } void QGamepadInput::setDeviceId(int deviceId) { Q_D(QGamepadInput); if (d->m_deviceId == deviceId) return; d->m_deviceId = deviceId; emit deviceIdChanged(); } } // Qt3DInput QT_END_NAMESPACE